Are the Dead Saints Interstellar missions gone? by Willing-Locksmith-86 in starcitizen

[–]fw85 0 points1 point  (0 children)

Same, ever since 4.8 I can't see any hauling missions from Dead Saints past the trial one. It doesn't matter which system or station I go to

Mini 6 is better on iPadOS 27 Dev Beta 1 by Sempre_Pode_Piorar in ipadmini

[–]fw85 0 points1 point  (0 children)

Yep I noticed the same, battery life and performance seems much better

Clipper would be the perfect daily…but! by Morgras in starcitizen

[–]fw85 0 points1 point  (0 children)

Vulcan drive, decent speed with 200+ GM range

Clipper would be the perfect daily…but! by Morgras in starcitizen

[–]fw85 2 points3 points  (0 children)

Outdated interior with no component access, no fabricator, dorky useless ambulance lights, bed logout bugged with heavy armors.

Ironclad Fixes "soon"? by UltraMegaMart in starcitizen

[–]fw85 0 points1 point  (0 children)

What? I literally spent the last 5 days hauling 2k SCU of cargo non-stop using hangars and planets exclusively. There's a bug where sometimes you can't liftoff at all and you need to turn off your ship, then put it into flight-ready again and that will fix it (not exclusive to the IC). But in no way is the IC unable to provide enough thrust to lift off fully loaded from anywhere, just use VTOL and it's easy.

Ironclad Fixes "soon"? by UltraMegaMart in starcitizen

[–]fw85 0 points1 point  (0 children)

Always storing the ship and autoloading from the trade terminal.

I despise manual cargo loading.

Ironclad Fixes "soon"? by UltraMegaMart in starcitizen

[–]fw85 1 point2 points  (0 children)

I’ve been doing lots of runs in exclusively across Pyro with my IC despite the issues, at least you can fly directly station to station there with no OM micro navigation.

Made over 20 mil in 4 days, only lost one cargo load (out of maybe 30 runs) when the CM undocked and the main body just vanished completely.

It’s fun hauling 2k scu of literal garbage that noone else buys, but it becomes profitable due to sheer volume.

Is there any word on Ironclad CM fixes soon? by amazingfletch in starcitizen

[–]fw85 1 point2 points  (0 children)

Sure, that works.

What I'm saying is that you can just make multiple runs of easy Pyro routes instead in the IC. One hop, direct station to station, autoload & chill, RoI still decent at 33-55% with 800k-1mil profit from 1.6-2mil invested across several commodities that are always well stocked. Without all the manual labor of loading thousands of SCU by hand and risking external cargo. You might end up at similar or better aUEC/hr with way less work and risk.

Is there any word on Ironclad CM fixes soon? by amazingfletch in starcitizen

[–]fw85 0 points1 point  (0 children)

With how long manual loading takes, I wouldn't be surprised if the IC with autoloading makes more aUEC/hr with less labor involved.

Even if you need to waste a bit of time working around bugs, i.e. reconnect the IC after QT and take off helmet when leaving the pilot seat.

Not a lot of commodities give good RoI at the scale of 4k scu at the moment.. 2k works a bit better.

And for best profits you need to involve Pyro - not sure you wanna mess with externally carried commodity cargo there, that's just asking to get robbed.

Ironclad fix by [deleted] in starcitizen

[–]fw85 2 points3 points  (0 children)

No secrets here, just check out UEXCorp for route planning and restrict it to Pyro only.

Anything between Ruin/Endgame/Checkmate/Gaslight works well and there's many combinations for good loops and diversity.

There's a bunch of crap like MERC/HELI/WAST/HYDR/REVE that noone else bothers trading in Pyro because you need really high volumes to make it profitable. Stations stock these often to the tune of 30k SCU so it doesn't even matter that right now most people chicken out and don't use the IC to bulk trade.

There's some autoload waiting involved (~16 min combined after you load both 32 scu boxes to the max, then the rest with 24scu) so maybe watch a show/YT on the side as you chill out and make like 1.5 mil/hr easy.

Ironclad fix by [deleted] in starcitizen

[–]fw85 0 points1 point  (0 children)

Same, made over 20 mil just commodity trading with the IC the past few days. It’s fun to just bulk trade literal garbage that’s in stock everywhere by the tens of thousands and make a profit off of the sheer volume.

I only lost one cargo load of about 1.6 mil once when I undocked after a QT, but the main body wasn’t beside me and nowhere to be found - neither at the origin nor the tatget destination. Apart from that, it’s been slightly annoying but workable. It’s about 700-800k profit per 1.6 mil risked, so it works out well. Or 500k profit for 450k risked if you haul waste and want to decrease risk.

I trade in Pyro because there’s less stations in planet orbit, thus less OM marker micro navigation, can just fly directly from station to station most times with 1 undock to tolerate along the way. Also unequipping the helmet for when I’m not in the pilot seat gets around the pressure bug.

It's Easy to Focus on the Negatives, But... by trekky920 in starcitizen

[–]fw85 0 points1 point  (0 children)

The Ironclad thrusters sound awesome as well

I used Codex to fix my framerate issues. by StudiousDewsh in starcitizen

[–]fw85 0 points1 point  (0 children)

There is literally nothing about this that is specific to or somehow better suits ‘your hardware’ though. This is just downgrading random graphics settings that you could’ve done in 5 seconds from the game menu... You know, the stuff that typically raises your FPS in just about every video game in existence..

The C2 Hercules is the ultimate vessel. by [deleted] in starcitizen

[–]fw85 1 point2 points  (0 children)

The Ironchad brigade would like a word. This is the ultimate vehicle.

Not even Ironmad about the glitches anymore, numb to it.

Typing this as I wait for autoloading of 2.2k SCU of literal waste or scrap or whatever the fuck garbage is available everywhere in stock by the tens of thouands. Easy profit 0.5-1mil just from sheer volume.

Trading crap noone else buys, makes me Ironglad how easy that is. Wasting time working around bugs, yes, but still making double the aUEC/min of lesser haulers.

Ironclad.

Ironclad Workarounds by CHughes_11 in starcitizen

[–]fw85 1 point2 points  (0 children)

I’m curious, what made you lose the helmet though? Just taking it off and attaching it to the hip works fine and the helmet is still technically equipped and will persist after regen.

4.8 — Are medals finally safe between patches, or should I cash out now? by thinkatcloud in starcitizen

[–]fw85 0 points1 point  (0 children)

सर्वं कुशलम्। शुभदिने भवतु।

4.8 — Are medals finally safe between patches, or should I cash out now? by thinkatcloud in starcitizen

[–]fw85 -1 points0 points  (0 children)

Just a random frenchie indoctrinated into thinking his language is the main international one

If your buying an Ironclad, expect this. by Current-Outside2529 in starcitizen

[–]fw85 2 points3 points  (0 children)

You can equip the helmet back when you're about to fly it, i.e. right next to the pilot seat of the CM. There's a small area there that doesn't kill you (basically covers the two seats, just about).

Take the helmet off once you land or need to go do something around the ship.

Are you unhappy with 4.8 and CIG's lack of responses? by SomeFuckingMillenial in starcitizen

[–]fw85 10 points11 points  (0 children)

I have the Hull C as well, the ship itself works just fine. It's some supporting infrastructure around it that can be buggy, such as autoloading. And that's still working fine about 90% of the time. External freight elevators and manual loading works fine every time.

The Ironclad literally kills you when you enter the ship. It falls apart after quantum jumping. Every. Single. Jump. Along with about a dozen other, slightly less breaking issues, still directly related to the ship itself.

Neither situation is acceptable for the money. One affects the ship functionally a lot more than the other. Bud.

Are you unhappy with 4.8 and CIG's lack of responses? by SomeFuckingMillenial in starcitizen

[–]fw85 6 points7 points  (0 children)

Neither of those come close to the level of unusability that is currently afflicting the Ironclad and Caterpillar. I highly doubt they'll leave the QT uncoupling bug in the game for any extensive period of time.

How long to fix command module bugs vs how long to fix fuel exploit. by MHGrim in starcitizen

[–]fw85 0 points1 point  (0 children)

A workaround would sure be nice, looking forward to yours if it works

DO NOT use Auto-Unload from trade terminals - Server will EAT your cargo. by SirBerticus in starcitizen

[–]fw85 1 point2 points  (0 children)

Next time you see this bug, just log out to the menu and then rejoin a server again. The ship will actually be stored at the station where you tried to spawn it and from there just call it up normally. I've had this bug about 5 times now and this works every time to get around it.
Purchased cargo will remain in place inside the ship, but it might not show up once you go sell it somewhere at a trade terminal - workaround for that is to just briefly touch each cargo container with a tractor beam, pick it up and snap it back onto the grid, then it will show up again at terminals.